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Clean up settings lists slightly
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / w_minelayer.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(
3 /* WEP_##id */ MINE_LAYER,
4 /* function */ w_minelayer,
5 /* ammotype */ IT_ROCKETS,
6 /* impulse  */ 4,
7 /* flags    */ WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH,
8 /* rating   */ BOT_PICKUP_RATING_HIGH,
9 /* model    */ "minelayer",
10 /* netname  */ "minelayer",
11 /* fullname */ _("Mine Layer")
12 );
13 #define MINELAYER_SETTINGS(w_cvar,w_prop) MINELAYER_SETTINGS_LIST(w_cvar, w_prop, WEP_MINE_LAYER, minelayer)
14 #define MINELAYER_SETTINGS_LIST(w_cvar,w_prop,id,sn) \
15         w_cvar(id, sn, MO_NONE, ammo) \
16         w_cvar(id, sn, MO_NONE, animtime) \
17         w_cvar(id, sn, MO_NONE, damage) \
18         w_cvar(id, sn, MO_NONE, damageforcescale) \
19         w_cvar(id, sn, MO_NONE, detonatedelay) \
20         w_cvar(id, sn, MO_NONE, edgedamage) \
21         w_cvar(id, sn, MO_NONE, force) \
22         w_cvar(id, sn, MO_NONE, health) \
23         w_cvar(id, sn, MO_NONE, lifetime) \
24         w_cvar(id, sn, MO_NONE, lifetime_countdown) \
25         w_cvar(id, sn, MO_NONE, limit) \
26         w_cvar(id, sn, MO_NONE, protection) \
27         w_cvar(id, sn, MO_NONE, proximityradius) \
28         w_cvar(id, sn, MO_NONE, radius) \
29         w_cvar(id, sn, MO_NONE, refire) \
30         w_cvar(id, sn, MO_NONE, remote_damage) \
31         w_cvar(id, sn, MO_NONE, remote_edgedamage) \
32         w_cvar(id, sn, MO_NONE, remote_force) \
33         w_cvar(id, sn, MO_NONE, remote_radius) \
34         w_cvar(id, sn, MO_NONE, speed) \
35         w_cvar(id, sn, MO_NONE, time) \
36         w_prop(id, sn, float,  reloading_ammo, reload_ammo) \
37         w_prop(id, sn, float,  reloading_time, reload_time) \
38         w_prop(id, sn, float,  switchdelay_raise, switchdelay_raise) \
39         w_prop(id, sn, float,  switchdelay_drop, switchdelay_drop) \
40         w_prop(id, sn, string, weaponreplace, weaponreplace) \
41         w_prop(id, sn, float,  weaponstart, weaponstart) \
42         w_prop(id, sn, float,  weaponstartoverride, weaponstartoverride)
43
44 #ifdef SVQC
45 MINELAYER_SETTINGS(WEP_ADD_CVAR, WEP_ADD_PROP)
46 void W_Mine_Think (void);
47 .float minelayer_detonate, mine_explodeanyway;
48 .float mine_time;
49 .vector mine_orientation;
50 #endif
51 #else
52 #ifdef SVQC
53 void spawnfunc_weapon_minelayer() { weapon_defaultspawnfunc(WEP_MINE_LAYER); }
54
55 void W_Mine_Stick (entity to)
56 {
57         spamsound (self, CH_SHOTS, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
58
59         // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
60
61         entity newmine;
62         newmine = spawn();
63         newmine.classname = self.classname;
64
65         newmine.bot_dodge = self.bot_dodge;
66         newmine.bot_dodgerating = self.bot_dodgerating;
67
68         newmine.owner = self.owner;
69         newmine.realowner = self.realowner;
70         setsize(newmine, '-4 -4 -4', '4 4 4');
71         setorigin(newmine, self.origin);
72         setmodel(newmine, "models/mine.md3");
73         newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
74
75         newmine.mine_orientation = -trace_plane_normal;
76
77         newmine.takedamage = self.takedamage;
78         newmine.damageforcescale = self.damageforcescale;
79         newmine.health = self.health;
80         newmine.event_damage = self.event_damage;
81         newmine.spawnshieldtime = self.spawnshieldtime;
82         newmine.damagedbycontents = TRUE;
83
84         newmine.movetype = MOVETYPE_NONE; // lock the mine in place
85         newmine.projectiledeathtype = self.projectiledeathtype;
86
87         newmine.mine_time = self.mine_time;
88
89         newmine.touch = func_null;
90         newmine.think = W_Mine_Think;
91         newmine.nextthink = time;
92         newmine.cnt = self.cnt;
93         newmine.flags = self.flags;
94
95         remove(self);
96         self = newmine;
97
98         if(to)
99                 SetMovetypeFollow(self, to);
100 }
101
102 void W_Mine_Explode ()
103 {
104         if(other.takedamage == DAMAGE_AIM)
105                 if(IS_PLAYER(other))
106                         if(DIFF_TEAM(self.realowner, other))
107                                 if(other.deadflag == DEAD_NO)
108                                         if(IsFlying(other))
109                                                 Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_AIRSHOT);
110
111         self.event_damage = func_null;
112         self.takedamage = DAMAGE_NO;
113
114         RadiusDamage (self, self.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), world, world, WEP_CVAR(minelayer, force), self.projectiledeathtype, other);
115
116         if (self.realowner.weapon == WEP_MINE_LAYER)
117         {
118                 entity oldself;
119                 oldself = self;
120                 self = self.realowner;
121                 if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
122                 {
123                         self.cnt = WEP_MINE_LAYER;
124                         ATTACK_FINISHED(self) = time;
125                         self.switchweapon = w_getbestweapon(self);
126                 }
127                 self = oldself;
128         }
129         self.realowner.minelayer_mines -= 1;
130         remove (self);
131 }
132
133 void W_Mine_DoRemoteExplode ()
134 {
135         self.event_damage = func_null;
136         self.takedamage = DAMAGE_NO;
137
138         if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
139                 self.velocity = self.mine_orientation; // particle fx and decals need .velocity
140
141         RadiusDamage (self, self.realowner, WEP_CVAR(minelayer, remote_damage), WEP_CVAR(minelayer, remote_edgedamage), WEP_CVAR(minelayer, remote_radius), world, world, WEP_CVAR(minelayer, remote_force), self.projectiledeathtype | HITTYPE_BOUNCE, world);
142
143         if (self.realowner.weapon == WEP_MINE_LAYER)
144         {
145                 entity oldself;
146                 oldself = self;
147                 self = self.realowner;
148                 if (!WEP_ACTION(WEP_MINE_LAYER, WR_CHECKAMMO1))
149                 {
150                         self.cnt = WEP_MINE_LAYER;
151                         ATTACK_FINISHED(self) = time;
152                         self.switchweapon = w_getbestweapon(self);
153                 }
154                 self = oldself;
155         }
156         self.realowner.minelayer_mines -= 1;
157         remove (self);
158 }
159
160 void W_Mine_RemoteExplode ()
161 {
162         if(self.realowner.deadflag == DEAD_NO)
163                 if((self.spawnshieldtime >= 0)
164                         ? (time >= self.spawnshieldtime) // timer
165                         : (vlen(NearestPointOnBox(self.realowner, self.origin) - self.origin) > WEP_CVAR(minelayer, remote_radius)) // safety device
166                 )
167                 {
168                         W_Mine_DoRemoteExplode();
169                 }
170 }
171
172 void W_Mine_ProximityExplode ()
173 {
174         // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
175         if(WEP_CVAR(minelayer, protection) && self.mine_explodeanyway == 0)
176         {
177                 entity head;
178                 head = findradius(self.origin, WEP_CVAR(minelayer, radius));
179                 while(head)
180                 {
181                         if(head == self.realowner || SAME_TEAM(head, self.realowner))
182                                 return;
183                         head = head.chain;
184                 }
185         }
186
187         self.mine_time = 0;
188         W_Mine_Explode();
189 }
190
191 float W_Mine_Count(entity e)
192 {
193         float minecount = 0;
194         entity mine;
195         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == e)
196                 minecount += 1;
197
198         return minecount;
199 }
200
201 void W_Mine_Think (void)
202 {
203         entity head;
204
205         self.nextthink = time;
206
207         if(self.movetype == MOVETYPE_FOLLOW)
208         {
209                 if(LostMovetypeFollow(self))
210                 {
211                         UnsetMovetypeFollow(self);
212                         self.movetype = MOVETYPE_NONE;
213                 }
214         }
215         
216         // our lifetime has expired, it's time to die - mine_time just allows us to play a sound for this
217         // TODO: replace this mine_trigger.wav sound with a real countdown
218         if ((time > self.cnt) && (!self.mine_time))
219         {
220                 if(WEP_CVAR(minelayer, lifetime_countdown) > 0)
221                         spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
222                 self.mine_time = time + WEP_CVAR(minelayer, lifetime_countdown);
223                 self.mine_explodeanyway = 1; // make the mine super aggressive -- Samual: Rather, make it not care if a team mate is near.
224         }
225
226         // a player's mines shall explode if he disconnects or dies
227         // TODO: Do this on team change too -- Samual: But isn't a player killed when they switch teams?
228         if(!IS_PLAYER(self.realowner) || self.realowner.deadflag != DEAD_NO)
229         {
230                 other = world;
231                 self.projectiledeathtype |= HITTYPE_BOUNCE;
232                 W_Mine_Explode();
233                 return;
234         }
235
236         // set the mine for detonation when a foe gets close enough
237         head = findradius(self.origin, WEP_CVAR(minelayer, proximityradius));
238         while(head)
239         {
240                 if(IS_PLAYER(head) && head.deadflag == DEAD_NO)
241                 if(head != self.realowner && DIFF_TEAM(head, self.realowner)) // don't trigger for team mates
242                 if(!self.mine_time)
243                 {
244                         spamsound (self, CH_SHOTS, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
245                         self.mine_time = time + WEP_CVAR(minelayer, time);
246                 }
247                 head = head.chain;
248         }
249
250         // explode if it's time to
251         if(self.mine_time && time >= self.mine_time)
252         {
253                 W_Mine_ProximityExplode();
254                 return;
255         }
256
257         // remote detonation
258         if (self.realowner.weapon == WEP_MINE_LAYER)
259         if (self.realowner.deadflag == DEAD_NO)
260         if (self.minelayer_detonate)
261                 W_Mine_RemoteExplode();
262 }
263
264 void W_Mine_Touch (void)
265 {
266         if(self.movetype == MOVETYPE_NONE || self.movetype == MOVETYPE_FOLLOW)
267                 return; // we're already a stuck mine, why do we get called? TODO does this even happen?
268
269         if(WarpZone_Projectile_Touch())
270         {
271                 if(wasfreed(self))
272                         self.realowner.minelayer_mines -= 1;
273                 return;
274         }
275
276         if(other && IS_PLAYER(other) && other.deadflag == DEAD_NO)
277         {
278                 // hit a player
279                 // don't stick
280         }
281         else
282         {
283                 W_Mine_Stick(other);
284         }
285 }
286
287 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
288 {
289         if (self.health <= 0)
290                 return;
291                 
292         float is_from_enemy = (inflictor.realowner != self.realowner);
293                 
294         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, (is_from_enemy ? 1 : -1)))
295                 return; // g_projectiles_damage says to halt
296                 
297         self.health = self.health - damage;
298         self.angles = vectoangles(self.velocity);
299         
300         if (self.health <= 0)
301                 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
302 }
303
304 void W_Mine_Attack (void)
305 {
306         entity mine;
307         entity flash;
308
309         // scan how many mines we placed, and return if we reached our limit
310         if(WEP_CVAR(minelayer, limit))
311         {
312                 if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
313                 {
314                         // the refire delay keeps this message from being spammed
315                         sprint(self, strcat("minelayer: You cannot place more than ^2", ftos(WEP_CVAR(minelayer, limit)), " ^7mines at a time\n") );
316                         play2(self, "weapons/unavailable.wav");
317                         return;
318                 }
319         }
320
321         W_DecreaseAmmo(ammo_rockets, WEP_CVAR(minelayer, ammo), autocvar_g_balance_minelayer_reload_ammo);
322
323         W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CH_WEAPON_A, WEP_CVAR(minelayer, damage));
324         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
325
326         mine = WarpZone_RefSys_SpawnSameRefSys(self);
327         mine.owner = mine.realowner = self;
328         if(WEP_CVAR(minelayer, detonatedelay) >= 0)
329                 mine.spawnshieldtime = time + WEP_CVAR(minelayer, detonatedelay);
330         else
331                 mine.spawnshieldtime = -1;
332         mine.classname = "mine";
333         mine.bot_dodge = TRUE;
334         mine.bot_dodgerating = WEP_CVAR(minelayer, damage) * 2; // * 2 because it can detonate inflight which makes it even more dangerous
335
336         mine.takedamage = DAMAGE_YES;
337         mine.damageforcescale = WEP_CVAR(minelayer, damageforcescale);
338         mine.health = WEP_CVAR(minelayer, health);
339         mine.event_damage = W_Mine_Damage;
340         mine.damagedbycontents = TRUE;
341
342         mine.movetype = MOVETYPE_TOSS;
343         PROJECTILE_MAKETRIGGER(mine);
344         mine.projectiledeathtype = WEP_MINE_LAYER;
345         setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
346
347         setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
348         W_SetupProjectileVelocity(mine, WEP_CVAR(minelayer, speed), 0);
349         mine.angles = vectoangles (mine.velocity);
350
351         mine.touch = W_Mine_Touch;
352         mine.think = W_Mine_Think;
353         mine.nextthink = time;
354         mine.cnt = time + (WEP_CVAR(minelayer, lifetime) - WEP_CVAR(minelayer, lifetime_countdown));
355         mine.flags = FL_PROJECTILE;
356         mine.missile_flags = MIF_SPLASH | MIF_ARC | MIF_PROXY;
357
358         CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
359
360         // muzzle flash for 1st person view
361         flash = spawn ();
362         setmodel (flash, "models/flash.md3"); // precision set below
363         SUB_SetFade (flash, time, 0.1);
364         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
365         W_AttachToShotorg(flash, '5 0 0');
366
367         // common properties
368
369         other = mine; MUTATOR_CALLHOOK(EditProjectile);
370         
371         self.minelayer_mines = W_Mine_Count(self);
372 }
373
374 float W_PlacedMines(float detonate)
375 {
376         entity mine;
377         float minfound = 0;
378
379         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.realowner == self)
380         {
381                 if(detonate)
382                 {
383                         if(!mine.minelayer_detonate)
384                         {
385                                 mine.minelayer_detonate = TRUE;
386                                 minfound = 1;
387                         }
388                 }
389                 else
390                         minfound = 1;
391         }
392         return minfound;
393 }
394
395 float w_minelayer(float req)
396 {
397         entity mine;
398         float ammo_amount;
399         switch(req)
400         {
401                 case WR_AIM:
402                 {
403                         // aim and decide to fire if appropriate
404                         if(self.minelayer_mines >= WEP_CVAR(minelayer, limit))
405                                 self.BUTTON_ATCK = FALSE;
406                         else
407                                 self.BUTTON_ATCK = bot_aim(WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), FALSE);
408                         if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
409                         {
410                                 // decide whether to detonate mines
411                                 entity targetlist, targ;
412                                 float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
413                                 float selfdamage, teamdamage, enemydamage;
414                                 edgedamage = WEP_CVAR(minelayer, edgedamage);
415                                 coredamage = WEP_CVAR(minelayer, damage);
416                                 edgeradius = WEP_CVAR(minelayer, radius);
417                                 recipricoledgeradius = 1 / edgeradius;
418                                 selfdamage = 0;
419                                 teamdamage = 0;
420                                 enemydamage = 0;
421                                 targetlist = findchainfloat(bot_attack, TRUE);
422                                 mine = find(world, classname, "mine");
423                                 while (mine)
424                                 {
425                                         if (mine.realowner != self)
426                                         {
427                                                 mine = find(mine, classname, "mine");
428                                                 continue;
429                                         }
430                                         targ = targetlist;
431                                         while (targ)
432                                         {
433                                                 d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
434                                                 d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
435                                                 // count potential damage according to type of target
436                                                 if (targ == self)
437                                                         selfdamage = selfdamage + d;
438                                                 else if (targ.team == self.team && teamplay)
439                                                         teamdamage = teamdamage + d;
440                                                 else if (bot_shouldattack(targ))
441                                                         enemydamage = enemydamage + d;
442                                                 targ = targ.chain;
443                                         }
444                                         mine = find(mine, classname, "mine");
445                                 }
446                                 float desirabledamage;
447                                 desirabledamage = enemydamage;
448                                 if (time > self.invincible_finished && time > self.spawnshieldtime)
449                                         desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
450                                 if (teamplay && self.team)
451                                         desirabledamage = desirabledamage - teamdamage;
452
453                                 mine = find(world, classname, "mine");
454                                 while (mine)
455                                 {
456                                         if (mine.realowner != self)
457                                         {
458                                                 mine = find(mine, classname, "mine");
459                                                 continue;
460                                         }
461                                         makevectors(mine.v_angle);
462                                         targ = targetlist;
463                                         if (skill > 9) // normal players only do this for the target they are tracking
464                                         {
465                                                 targ = targetlist;
466                                                 while (targ)
467                                                 {
468                                                         if (
469                                                                 (v_forward * normalize(mine.origin - targ.origin)< 0.1)
470                                                                 && desirabledamage > 0.1*coredamage
471                                                         )self.BUTTON_ATCK2 = TRUE;
472                                                         targ = targ.chain;
473                                                 }
474                                         }else{
475                                                 float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
476                                                 //As the distance gets larger, a correct detonation gets near imposible
477                                                 //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
478                                                 if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
479                                                         if(IS_PLAYER(self.enemy))
480                                                                 if(desirabledamage >= 0.1*coredamage)
481                                                                         if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
482                                                                                 self.BUTTON_ATCK2 = TRUE;
483                                         //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
484                                         }
485
486                                         mine = find(mine, classname, "mine");
487                                 }
488                                 // if we would be doing at X percent of the core damage, detonate it
489                                 // but don't fire a new shot at the same time!
490                                 if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
491                                         self.BUTTON_ATCK2 = TRUE;
492                                 if ((skill > 6.5) && (selfdamage > self.health))
493                                         self.BUTTON_ATCK2 = FALSE;
494                                 //if(self.BUTTON_ATCK2 == TRUE)
495                                 //      dprint(ftos(desirabledamage),"\n");
496                                 if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
497                         }
498                         
499                         return TRUE;
500                 }
501                 case WR_THINK:
502                 {
503                         if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
504                         {
505                                 // not if we're holding the minelayer without enough ammo, but can detonate existing mines
506                                 if(!(W_PlacedMines(FALSE) && self.ammo_rockets < WEP_CVAR(minelayer, ammo)))
507                                         WEP_ACTION(self.weapon, WR_RELOAD);
508                         }
509                         else if (self.BUTTON_ATCK)
510                         {
511                                 if(weapon_prepareattack(0, WEP_CVAR(minelayer, refire)))
512                                 {
513                                         W_Mine_Attack();
514                                         weapon_thinkf(WFRAME_FIRE1, WEP_CVAR(minelayer, animtime), w_ready);
515                                 }
516                         }
517
518                         if (self.BUTTON_ATCK2)
519                         {
520                                 if(W_PlacedMines(TRUE))
521                                         sound (self, CH_WEAPON_B, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
522                         }
523                         
524                         return TRUE;
525                 }
526                 case WR_INIT:
527                 {
528                         precache_model ("models/flash.md3");
529                         precache_model ("models/mine.md3");
530                         precache_model ("models/weapons/g_minelayer.md3");
531                         precache_model ("models/weapons/v_minelayer.md3");
532                         precache_model ("models/weapons/h_minelayer.iqm");
533                         precache_sound ("weapons/mine_det.wav");
534                         precache_sound ("weapons/mine_fire.wav");
535                         precache_sound ("weapons/mine_stick.wav");
536                         precache_sound ("weapons/mine_trigger.wav");
537                         MINELAYER_SETTINGS(WEP_SKIPCVAR, WEP_SET_PROP)
538                         return TRUE;
539                 }
540                 case WR_SETUP:
541                 {
542                         self.current_ammo = ammo_rockets;
543                         return TRUE;
544                 }
545                 case WR_CHECKAMMO1:
546                 {
547                         // don't switch while placing a mine
548                         if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
549                         {
550                                 ammo_amount = self.ammo_rockets >= WEP_CVAR(minelayer, ammo);
551                                 ammo_amount += self.(weapon_load[WEP_MINE_LAYER]) >= WEP_CVAR(minelayer, ammo);
552                                 return ammo_amount;
553                         }
554                         return TRUE;
555                 }
556                 case WR_CHECKAMMO2:
557                 {
558                         if (W_PlacedMines(FALSE))
559                                 return TRUE;
560                         else
561                                 return FALSE;
562                 }
563                 case WR_CONFIG:
564                 {
565                         MINELAYER_SETTINGS(WEP_CONFIG_WRITE_CVARS, WEP_CONFIG_WRITE_PROPS)
566                         return TRUE;
567                 }
568                 case WR_RESETPLAYER:
569                 {
570                         self.minelayer_mines = 0;
571                         return TRUE;
572                 }
573                 case WR_RELOAD:
574                 {
575                         W_Reload(WEP_CVAR(minelayer, ammo), "weapons/reload.wav");
576                         return TRUE;
577                 }
578                 case WR_SUICIDEMESSAGE:
579                 {
580                         return WEAPON_MINELAYER_SUICIDE;
581                 }
582                 case WR_KILLMESSAGE:
583                 {
584                         return WEAPON_MINELAYER_MURDER;
585                 }
586         }
587         return TRUE;
588 }
589 #endif
590 #ifdef CSQC
591 float w_minelayer(float req)
592 {
593         switch(req)
594         {
595                 case WR_IMPACTEFFECT:
596                 {
597                         vector org2;
598                         org2 = w_org + w_backoff * 12;
599                         pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
600                         if(!w_issilent)
601                                 sound(self, CH_SHOTS, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
602                         
603                         return TRUE;
604                 }
605                 case WR_INIT:
606                 {
607                         precache_sound("weapons/mine_exp.wav");
608                         return TRUE;
609                 }
610         }
611         return TRUE;
612 }
613 #endif
614 #endif